WidePix v1.3 [complete/final] - GZDoom 4.7.1

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Trimint123
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Trimint123 »

ShockwaveS08 wrote:A checksum method would be nice for WADSmoosh implementation, possibly done with a ZScript that checks for the presence of "smooshed.txt" within the appropriate PK3 file.
Actually, you can go even simpler than that as GZDoom was support WadSmoosh by default. Though, that also means a lot of copy and paste (which what I did).
Last edited by Trimint123 on Thu Nov 12, 2020 6:15 am, edited 2 times in total.
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Graf Zahl
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Graf Zahl »

Wadsmoosh support should be implemented in Wadsmoosh. Since it already extracts assets from the IWADs it should be expanded to extract the widescreen images as well.
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Graf Zahl
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Graf Zahl »

Is there any quick way to get all of this converted to Doom patch format? SLADE absolutely fails to work efficiently with such a nested directory tree and to make this work as intended I will need all images in a palette-less format.
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Rachael
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Rachael »

I think we'd have to write our own tools. Luckily the Doom patch lump format isn't much of a mystery.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Graf - I'll do the conversion for you. Will be done in a moment.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Done - all that's needed now is the license.
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ShockwaveS08
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by ShockwaveS08 »

Might want to move the Doom 2 interpic, bossback, and titlepic lumps to a different filter, to avoid conflicts with WADSmoosh and other games/mods that use Doom 2 as a base. The credit and help lumps don't need to be moved.

The filter in question is "doom.id.doom2.commercial" .
Trimint123
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Trimint123 »

ShockwaveS08 wrote:Might want to move the Doom 2 interpic, bossback, and titlepic lumps to a different filter, to avoid conflicts with WADSmoosh and other games/mods that use Doom 2 as a base.
Well, I did exactly just that. Works flawlessly as well with Final DOOM since it will replaced by other filters anyway.
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ShockwaveS08
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by ShockwaveS08 »

Things that are still missing at this time...

Chex Quest 3: Widescreen versions of the CQ1 and CQ2 titlepics, since they scroll intermittently with the CQ3 title screen. Intermission screens and endpics are also needed.

Heretic/SotSR: Intermission screens, episode endpics.

Hexen/Deathkings: Titlepics, help screens, credits, and endpics, as well as widescreen versions of all weapons.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Yes, I know exactly what is missing. :P
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Time to spill the beans. :)

Happy to announce that the next version of GZDoom will ship with WidePix! The widescreen graphics will be an optional component you can choose to load from the GZDoom startup menu.

Image

For now, all Doom assets are complete. Post 4.5, support will be added for Heretic, Hexen, Strife, Chex Quest and Hacx. And before someone asks - yes, weapon sprites will be covered too.

I am aiming for the full set of games to be complete by February 2021 at the latest.

I will be posting instructions on how to retrieve work-in-progress assets from the WidePix repo a little later. Also, there are a tone of broken links because the images had to be converted to the Doom patch format (which browers can't display) - I will address this later (will redecorate this thread with new pictures). It's currently 3 in the morning as I post this and I need to get back to bed. :P
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Superdave938
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Superdave938 »

Cool
Trimint123
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Trimint123 »

That's good to heard! Though, I may used Scuba Steve's DOOM Widescreen one anyway.
Still nice to have all the WADs in Widescreen, though.
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NightFright
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by NightFright »

Will there also be a menu option or at least a cvar in the ini to set that? Asking since I am using a custom launcher which bypasses the one from GZD.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

The CVar is called 'autoloadwidescreen' at the time of this writing (I doubt it will change, TBH).

Or you can also just manually load the game_widescreen_gfx.pk3 - it's a separate file just like brightmaps.pk3 and lights.pk3 that gets distributed with GZDoom.

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